Sword Coast - Paladin - Sacred Oath

Sword Coast Paladin Sacred Oath
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OATH OF THE CROWN
The Oath of the Crown is sworn to the ideals of civilization,
be it the spirit of a nation, fealty to a sovereign,
or service to a deity of law and rulership. The paladins
who swear this oath dedicate themselves to serving
society and, in particular, the just laws that hold society
together. These paladins are the watchful guardians on
the walls, standing agai nst the chaotic tides of barbarism
that threaten to tear down all that civilization has
built, and are commonly known as guardians, exemplars,
or sentinels. Often, paladins who swear this oath
are members of an order of knighthood in service to a
nation or a sovereign, and undergo their oath as part of
their admission to the order’s ranks.

  • TENETS OF THE CROWN
    The tenets of the Oath of the Crown are often set by the
    sovereign to which their oath is sworn, but generally emphasize
    the following tenets.
    Law. The law is paramount. It is the mortar that
    holds the stones of civilization together, and it must be
    respected.
    Loyalty. Your word is your bond. Without loyalty,
    oaths and laws are meaningless.
    Courage. You must be willing to do what needs to
    be done for the sake of order, even in the face of overwhelming
    odds. If you don’t act, then who will?
    Responsibility. You must deal with the consequences
    of your actions, and you are responsible for fulfilling
    your duties and obligations.
  • OATH SPELLS
    You gain oath spells at the paladin levels listed.
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  • CHANNEL DIVINITY
    When you take this oath at 3rd level, you gain the following
    Channel Divinity options.
    Champion Challenge. You issue a challenge that compels
    other creatures to do battle with you. Each creature
    of your choice that you can see within 30 feet of you
    must make a Wisdom saving throw. On a failed save, a
    creature can’t willingly move more than 30 feet away
    from you. This effect ends on the creature if you are incapacitated
    or die or if the creature is moved more than
    30 feet away from you.
    Turn the Tide. As a bonus action, you can bolster
    injured creatures with your Channel Divinity. Each
    creature of your choice that can hear you within 30 feet
    of you regains hit points equal to ld6 +your Charisma
    modifier (minimum of 1) if it has no more than half of its
    hit points.
  • DIVINE ALLEGIANCE
    Starting at 7th level, when a creature within 5 feet of
    you takes damage, you can use your reaction to magically
    substitute your own health for that of the target
    creature, causing that creature not to take the damage.
    Instead, you take the damage. This damage to you can’t
    be reduced or prevented in any way.
  • UNYIELDING SPIRIT
    Starting at 15th level, you have advantage on saving
    throws to avoid becoming paralyzed or stunned.
  • EXALTED CHAMPION
    At 20th level, your presence on the field of battle is an inspiration
    to those dedicated to your cause. You can use
    your action to gain the following benefits for 1 hour:
    • You have resistance to bludgeoning, piercing, and
      slashing damage from nonmagical weapons.
    • Your allies have advantage on death saving throws
      while within 30 feet of you.
    • You have advantage on Wisdom saving throws, as do
      your allies within 30 feet of you.
      This effect ends early if you are incapacitated or die.
      Once you use this feature, you can’t use it again until
      you finish a long rest.

Sword Coast - Paladin - Sacred Oath

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